understanding Command and Supply
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02-14-2017, 09:16 PM,
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Kool Kat
Lieutenant General
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Posts: 2,491
Joined: Aug 2006
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RE: understanding Command and Supply
(02-14-2017, 06:47 AM)Steelwhip Wrote: KoolKat-yeah most of those I have managed to dig up on my own through playing....although I usually dont regard the combined arms penalty too much...as I usually only will assault Disrupted or Broken units I dont think ive ever really been hurt by it. And yup..always use arty..seem to manage to Disrupt units easier with arty so like to hit units im going to assault with arty before hand. in most scenarios I dont worry to much about fatigue-unless it gets really high...175+ then ill pull them out of the line. I would say I only pay attention to fatigue really hard is if the scenario covers 3 or more days. Had no idea that fixed units could dig in.....
I also dug up my post from about 1 year ago on PzC "tips and tactics." Here it is!
After a year of playing this superb and classic game series... it's time to share some tips and tactics again!
PzC Tips & Tactics - In no order.
1. Don't allow your units to be surrounded and cutoff from supply. Isolated units will eventually Disrupt and are eliminated.
2. Use Travel mode when your units are traveling behind the lines or you need them to move a set distance - then deploy at the end of their movement. Never leave them in T-mode near the front lines. Always screen units in T-mode with deployed units. IF you must leave a unit in T-mode in a stack near the front lines, always move a deployed unit to the "top" of the stack so your opponent cannot "see-at-glance" that an enemy unit was left in T-mode. Same goes for "shielding" HQ units in a stack - move a non-HQ deployed unit to the "top" of the stack.
3. Disperse ALL enemy units in a stack before Assaulting them. It increases the chances of a successful assault.
4. Use recon and motorized units to provide flank protection and to make surgical thrusts behind enemy lines as needed.
5. Never use HQ units as defending units in your front lines. These units cannot attack and do not have ZOCs. In a recent PzC game, my German opponent used a HQ unit in such a manner and I was able to surge past the enemy HQ and was able to move many of my armor and motorized units into his back field!
6. Use recon air assets to search for suspected enemy HQs, artillery, and units in T-mode behind enemy lines. You can then follow-up with any revealed enemy units with either bomber assets or (if in range), some well-placed artillery bombardments.
7. Keep your formations intact. Keep battalions of the same regiment together (either stacked or within 1-2 hexes of each other) so you do not suffer a mixed formation penalty (using other units) when attacking / assaulting the enemy.
8. Keep HQs within supply / command range of their attached units so your units do not suffer "out of supply" penalties - e.g. attack at half strength.
9. Practice good morale and fatigue management of your units - especially in the longer turn scenarios. Units that suffer yellow or red fatigue levels will have their morale reduced. This will result in combat ineffectiveness by increasing the chances of Disruption and having your units Broken. Cycle out fatigued units and have them rest (do nothing) behind your lines for several turns. Fatigue increases during night movement / combat so avoid these activities (if possible) during night turns. Also, units reduce more fatigue during night turns - again if they do nothing. I recently played a German opponent in an El Alamein '42 scenario. He aggressively attacked my British defense force nearly across the entire map and non-stop (day and night cycles). By not effectively managing his German and Italian unit fatigue / morale levels, his force rapidly lost combat readiness and cohesion. At the approximately halfway mark of our game, I was able to mount a counter offense and rolled up his right flank!
10. Cycle through every unit / every turn to ensure you do not overlook them and make sure you consciously do "something" with each of your units - Attack, defend, use as a reserve, etc.
11. It's best to stack armor with assaulting infantry and not have armor assault alone.
12. Check the hard / soft target ranges of your units. Some infantry MG's has a 2 range against soft targets and some armor has a 2 range against hard targets. If you are fortunate to have some superb AT assets (e.g 88's), check their attack value + range. You may be surprised how far these units can project their firepower and against both soft and hard targets!
13. Use infantry units (when possible) to "dig in" as these units will build IPs and Trenches faster then armor units. Use engineers to "dig in" as these units have a better percentage change of successfully digging per turn. Note - artillery units can "dig in" too, but seem to do better with constructing IPs then Trenches. HQ units cannot "dig in."
14. Use your Artillery dialogue box so you don't miss using your artillery assets. It's usually best to bombard enemy positions before the ground pounders go in.
15. Save your game turn often. It's a good practice to save periodically during your move / combat phases so you will not lose any moves if you experience a SW crash, leave your PC unattended, curious kids or pets come to visit, etc. I once had a cat that loved to jump up on the desk and lie across my PC keyboard!
16. Try to move dispersed units in the front lines behind deployed units so they may recover from disruption and cannot be attacked / assaulted by enemy ground units.
17. Ensure you understand any engineer unit and their capabilities that are part of your OOB. Note on the unit description if the engineer unit has a bridge. For example, in Kharkov 42, the Russian has engineer sapper units that do NOT have a bridge and some that do! You don't want to move an engineer unit adjacent to a river only to find out that it does not have a bridge!
18. Enjoy and have fun! I "discovered" the superb PzC series about a year ago and I have never looked back at CS or most other PC games. The PzC series is "elegant simplicity" with the right mix of grognard features. I get to re-live my early war gaming years of pushing around stacks of cardboard counters on a paper map with the familiar NATO symbols - now digitized for the PC screen. Often, I will conduct my turns early in the AM with a hot cup of coffee and a quiet house. Many times I will sit down to conduct my turns and when I look up - a hour or more has passed. Enjoyable times!
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /
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RE: understanding Command and Supply - by Kool Kat - 02-14-2017, 09:16 PM
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